Projekt_Sztuczna_Inteligencja/minefield.py

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import pygame
import json
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import project_constants as consts
import tile as tl
import mine as mn
tile_asset_options = {
"BLUE": consts.ASSET_TILE_BLUE,
"GREEN": consts.ASSET_TILE_GREEN,
"ORANGE": consts.ASSET_TILE_ORANGE,
"PURPLE": consts.ASSET_TILE_PURPLE,
"RED": consts.ASSET_TILE_RED,
"WHITE": consts.ASSET_TILE_WHITE,
"YELLOW": consts.ASSET_TILE_YELLOW
}
mine_asset_options = {
'A': consts.ASSET_MINE_A,
'B': consts.ASSET_MINE_B,
'F': consts.ASSET_MINE_F,
'K': consts.ASSET_MINE_K
}
def calculate_screen_position(x, y):
coords = (
consts.V_SCREEN_PADDING + consts.V_TILE_SIZE * x,
consts.V_SCREEN_PADDING + consts.V_TILE_SIZE * y,
)
return coords
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class Minefield:
def __init__(self, json_path):
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# open JSON with minefield info
with open(json_path) as json_data:
data = json.load(json_data)
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# create matrix of a desired size, fill it with default tile objects
self.matrix = [
[
tl.Tile((i, j)) for i in range(consts.V_GRID_VER_TILES)
] for j in range(consts.V_GRID_HOR_TILES)
]
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# iterate through tiles, set their colors and add mines
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for x in range(consts.V_GRID_HOR_TILES):
for y in range(consts.V_GRID_VER_TILES):
# load tile's data from json
tile_data = data[f"{x},{y}"]
# create and add mine if there is one
if tile_data["mine"] is not None:
mine_type = tile_data["mine"]["mine_type"].upper()
mine = mn.Mine((x, y), mine_type)
self.matrix[x][y].mine = mine
self.matrix[x][y].color = tile_data["color"].upper()
# probably a temporary solution
# (depends on sapper's movement implementation)
sapper_x, sapper_y = data['agent_starting_position'].split(",")
self.sapper_position = (int(sapper_x), int(sapper_y))
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def draw(self, window):
# iterate through tiles
for column in self.matrix:
for tile in column:
# calculate tile position on the screen
tile_screen_coords = calculate_screen_position(tile.position[0], tile.position[1])
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# draw a tile
window.blit(tile_asset_options.get(tile.color), tile_screen_coords)
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# draw a mine on top if there is one
if tile.mine is not None:
window.blit(mine_asset_options.get(tile.mine.mine_type), tile_screen_coords)
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# draw the sapper
sapper_screen_coords = calculate_screen_position(self.sapper_position[0], self.sapper_position[1])
window.blit(consts.ASSET_SAPPER, sapper_screen_coords)
# Make sure that sapper won't step on the mine.
def check_legal_move(self, target):
if self.matrix[target[1]][target[0]].mine is None:
return target
else:
return self.sapper_position
# Here are defined functions that move our agent. They are being called in main when certain key is pressed
def go_right(self):
if self.sapper_position[0] < consts.V_GRID_HOR_TILES - 1:
self.sapper_position = self.check_legal_move(
(int(self.sapper_position[0]) + 1, int(self.sapper_position[1])))
def go_left(self):
if self.sapper_position[0] > 0:
self.sapper_position = self.check_legal_move(
(int(self.sapper_position[0]) - 1, int(self.sapper_position[1])))
def go_up(self):
if self.sapper_position[1] > 0:
self.sapper_position = self.check_legal_move(
(int(self.sapper_position[0]), int(self.sapper_position[1]) - 1))
def go_down(self):
if self.sapper_position[1] < consts.V_GRID_VER_TILES - 1:
self.sapper_position = self.check_legal_move(
(int(self.sapper_position[0]), int(self.sapper_position[1]) + 1))